3D Cartographic Techniques Nathan Shephard and Kenneth Field
3D Cartographic TechniquesNathan Shephard and Kenneth Field
Nathan Shephard@NathanCShephard
Kenneth Field@kennethfield
This presentation will be mostly demo’s…
…but we also wanted to introduce some terms…
…and provide reference material for later…
…so…
A call to arms!
Why create 3D views?
“It’s cool, man!”
Which really means…
• See vertically stacked content
• Show data in an easy-to-understand form
• Invite imagination and understanding
3D is how humans see the world
Rhodes, Greece
Konrad Grünenberg (1487)
“Along the River”
Keifeng, China
Zhang Zeduan (1084-1145)
Classic first attempt at 3D symbology…
Population sticks
• Manchester : 2.8m
• Birmingham : 2.7m
• Liverpool : 1.5m
• Leeds : 1.5m
No useful information
Bad information
Use a isometric / axonometric view
Labels
Real-world size symbols
3D View: Four Main Elements
Surfaces
- A ground (primary) surface
- Plus optional other surfaces
Textures
- The “cover” on top of the surfaces
(eg: aerial imagery, cartographic maps, etc)
Features
- That live on / relative-to the ground
- That know their own absolute z’s
Marginalia and effects
- Reference aids (eg: north arrow, TOC, …)
- Atmospheric effects (eg: lighting, fog, rain, …)
Photo-realistic Scenes
For 3D cartographers…
…they’re kind of boring
…it’s not really cartography
DESIGN REQUIREMENTS?
Look outside
USEFULNESS?
Changes to the status quo
AUTHORING OPTIONS?
Mood effects (lighting, rain, fog, …)Beautiful, ray-traced
Cityscape for Rotterdam,
showing proposed new buildings
with a setting sun and water reflections
Cartographic Scenes
For 3D cartographers…
…it’s cartography
DESIGN REQUIREMENTS?
As rich / full as for 2D maps
USEFULNESS?
Powerful, eye-catching, immersive
AUTHORING OPTIONS?
Size, Shape, Offset, Textures, Text …
Styles of Scenes
Cartographic
(Representative)
Photo-realistic
(Real-World)
Augmented Reality
Types of 3D Worlds
Global Coordinate System (WGS84)
Curvature of the earth
‘Global’ context
Projected Coordinate Systems
Fishtank area-of-interest
‘Relative’ context
Global Local
Beware, 3D can be evil…
Perspective distortion = lying
Content can be hidden = lying
Continuous scale = symbols change across scales
Easy to get disoriented = annoying
Large amounts data = slow
Hard to author = scary+ Building
Footprints
+ Minor Roads
+ Major Roads
+ POI’s
SCALE
3D View: Familiar Symbols
Objects
Trees
Stylized shapes
Colours
Green is good
Use realistic elements
“Walls” as barriers
3D View: Attribute-driven symbols
Change symbols based feature information
Size
Color
Transparency
Rotation
…
Wind vectors through a proposed developmentStreet light coverage
3D View: Super Powers
Fly around
Use X-ray vision
Expose invisible things
Go underground
See using radar
Demo timeGet ready to live…
Checklist for authoring better 3D scenes
• Message – what should the viewer see / learn?
• Delivery – pictures, videos, interactive scenes?
- Occlusion, measurements, before/after, …
• 3D canvas type – global, or local?
- Is an Axonometric / Isometric representation required?
• Symbology – realistic, thematic, augmented reality?
- Size, Shape, Color, Textures, Transparency, …
• Mood – Scene propeties, such as shadows, lighting, haze
- Gotham versus Pasadena
• Guide users – bookmarks, labels, popups, fly-throughs, voice-overs, …
• Be creative – the z-axis does not have to be only for ‘z’ or ‘time’
3D Guidelines (review at your leisure)
• Use dictates structure - Promotional maps require less structure. Thematics require
more structure
• Impact - 3D can be powerful, eye-catching and immersive. Use to support attention-
grabbing needs
• Content - Simplification and Generalisation have never been more important. Clean.
Simple. Functional
• Texture - Avoid flat colours…add textures
• Natural realistic not photorealistic
• Symbols - Mimetic symbols support easier recognition
• Typography - Still important but don’t overload. Rotate with scene if possible but
not to be overbearing
• Projection - Use axonometric where possible to maintain scale particularly for
analytical map functions
3D Guidelines (review at your leisure)
• Sky and haze – avoid sky but include haze which aids depth cue perception
• Space-Time Cubes - Good for linear data, OK for point, poor for area…try not to
overload or stack (beware of ‘inner holes’)
• Z value does not have to depict height or time, use it to show ‘what’s important’
• Scene control - Avoids occlusions by supporting multiple views but avoid too much
rotation
• Bookmarks - supports easy camera reposition, highlight key view points
• Interaction - Allow data to be recovered, overcomes measurement limits
• Narration - Guides and improves interpretation
One more thingActually…a few more things
The bookIn the UC store
esripress.esri.com
Another book(Summer 2018)
(Summer 2019)
By Nathan Shephard
* Working Title
The MOOC
esri.com/mooc/cartography (Sep 5th 2018)
esri.com/arcgis-blog
carto.maps.arcgis.com
cartonerd.com
adventuresinmapping.com
mapdesign.icaci.org
The URLs
Other sessionsHow to Make a Great Map (Ken Field/Wes Jones) Tue 14:30 | Thu 14:30
Amazing and Inspiring maps (Ken Field/John Nelson) Wed 10:00 | Thu 10:00
Creating Thematic Maps (Ken Field/John Nelson) Wed 08:30 | Thu 13:00
3D Cartographic Techniques (Nathan Shephard/Ken Field) Tue 13:00 | Wed 16:00
Map Design for Representing Relief (Ken Field/John Nelson) Wed 14:30 | Thu 08:30
ArcGIS Pro: Mapping and Visualisation (Edie Punt/Craig Williams) Tue 14:30 | Wed 16:00
Design Story Maps for Emotional Impact (John Nelson/Jennifer Bell) Tue 10:00 | Thu 16:00
Choosing the Right Basemap (John Nelson/Andrew Skinner) Thu 14:30
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